Échenle un ojo a este bundle de juegos mexas, va calado, va garantizado.
Compartan por todos lados, que se vea que sí nos importa apoyar a los creadores mexicanos.
Ya está abierta la convocatoria de mentorías de @GameAudioLatam de este año. Es una excelente oportunidad para aprender y conocer gente increíble dentro de la industria!
Si les interesa pueden inscribirse en el siguiente cuestionario:
🎉🌟 Level up to a new year filled with gaming adventures and victories! 🎮
✨ Wishing you a pixel-perfect New Year, where every achievement unlocks a world of possibilities. Happy New Year from our gaming familia to yours! 🎆🎮
#gamingcheers#gamedevs#vrgame#quest3
¡Llego el momento! Necesitamos de tu ayuda 🤝
Si eres:
👉Mujer👩
👉Mexicana
👉Trabajas en la industria de videojuegos🎮
Te invitamos a contestar esta encuesta anonima que nos ayuda a entender el panorama actual de la industria:
https://t.co/tQJFCGZA2X
#juntascambiamoseljuego
There will be two new #WWDC23 sessions at 8 AM PT covering Apple Vision Pro features with Unity:
👉 Bring your Unity VR app to a fully immersive space
👉 Create immersive Unity apps
💡 Both will teach you how to integrate visionOS SDK with Unity tools, be sure to watch them!
If an Apple headset doesn’t have controllers, it’s going to be very disruptive to the existing XR developer landscape in three major ways:
1. Hand-tracking is significantly less ‘figured out’ in terms of UX and use-cases than controller-tracking. That means Apple’s army of iOS developers—most of whom will be learning spatial design for the first time—won’t be able to lean on many existing best practices, and it will start to look like the wild west all over again as people try to figure out the best way to move, interact, type, etc.
2. Of course, Apple will likely have some guidelines of its own for hand-tracking, but they’ll probably be very different (and less broadly applicable) than the patterns that are well established for XR controllers today. That means existing XR devs will need to choose if they want to stick with what they know or convert to the ‘Apple way’.
3. If Apple’s headset doesn’t have controllers, it’s going to mean instant incompatibility with *all* of the most popular VR games that currently exist. All of the talented developers that cut their teeth figuring out how to make great VR games over the last 7 or so years won’t be able to lean on as much of their hard-won knowledge. They’ll need to decide if they will try to painfully port their controller games to hand-tracking, build something entirely new for hand-tracking, or just avoid Apple’s headset (and the potential for first-mover advantage) until much later when it has more significant market share and/or better support for controller-tracking games.
In any case, it’s going to be a bumpy ride for the next few years if Apple's headset doesn't work with controllers.
I designed an Accessory Box for @KLASKgame It stores the strikers, biscuits, balls and coins and attaches to the board for easy access and transportation.
Download it for free at https://t.co/Lhx67pBy37 #klask#klaskgame#boardgames
¡Gana cada día una Wacom One! Cualquiera puede participar retuiteando esta publicación. Celebramos el lanzamiento de la poderosa versión 2.0 por todo lo alto con rebajas hasta el 20 de marzo a las 8h GMT! Más información aquí: https://t.co/Hyq4ciO6kp